In Nomine The Sorcerer's Impediments

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Stock #82-1006

Version 1.1 December 1, 2005

STEVE JACKSON GAMES

®

In Nomine

was written by Derek Pearcy

based on an original game by CROC

By Elizabeth McCoy

Edited by Chris Aylott

Illustrated by Ramón Pérez

and Dan Smith

AN e23 ADVENTURE

FOR

IN NOMINE

®

FROM

STEVE JACKSON GAMES

FOR 2 TO 4 PLAYERS

The Sorcerer’S
ImpedimentS

An IIn

n

N

No

om

miin

ne

e Lite Adventure

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Introduction

There are Archangels and there are Demon Princes. Long

ago, God and Lucifer had a discussion about Free Will; now,
there’s a secret War between Heaven and Hell. Angels work
toward the betterment of the universal Symphony; demons
want to impose their personal symphonies on everyone else.
Angels prefer selflessness, thinking of the group above the
whole. Demons, naturally, want to be the one on top and to
Hell – or somewhere – with everyone else on the bottom.

And then there are the humans. Some serve knowingly,

Soldiers of God or Hell. Some are servants and minions. And
some are sorcerers, who conjure up spirits and demons. Most of
those are damned by Hell-tainted rituals, seduced by the prom-
ises of the Demon of Sorcery, who serves the Prince of Fate.

Naturally, that tends to upset the angels, and they try to

. . . contain the problem.

P

LAYERS

’ N

OTES

Your characters are minor angels in the service of an

Archangel. Your current assignment is to investigate the
source of a disturbance in the Symphony. Tracking the distur-
bance took some time, but you are now standing in front of a
decrepit house on the outskirts of town.

The source of the disturbance is inside. What do you do

now?

Choose a character from one of the three pre-generated

characters on the pages that follow. Each player will need
three six-sided dice to play. One of the three dice should look
different from the other two – this is your check digit die.

GM’

S

N

OTES

This short adventure has all the rules you need to play. To

get the full In Nomine experience, download the rulebook at
http://e23.sjgames.com/item.html?id=SJG82-1000.

Before you begin play, pass out the character sheets and

let the players choose their characters. Then explain the
following rules to them.

Players may read the character sheets and rules that

follow; the rest is GM information.

The Dice

Character actions are resolved with a “d666 roll.” A d666

roll uses three six-sided dice. Two of the dice are totaled to
determine success or failure. The third die is the “check digit.”

To succeed at an action, your success total must be equal

or less than a target number. The check digit determines the
magnitude of the success or failure – a “1” is a small success
or failure, while a “6” is a gigantic success or failure. The
check digit often determines the damage done by a weapon,
or the duration of a miracle.

The Character Sheets

Here’s how to use the information in each section of the

character sheet.

Forces are the fundamental energies that make up the

character. Think of “Corporeal, Ethereal, and Celestial” as
“Body, Mind, and Soul.” Forces affect your power and skill
with miraculous Songs.

Characteristics: These characteristics define your charac-

ter’s strength, dexterity, and other innate abilities. When you
make a Strength roll, your target number is equal to your
Strength characteristic, and you succeed by rolling a success
total that is equal or less than that number. The same applies
to other characteristics.

Skills: Skills represent learned abilities on specific sub-

jects. To use a skill, add its number to an appropriate charac-
teristic to determine the target number required for success. If
Kris wants to fire a gun, for instance, she adds her Ranged
Weapons (Pistol) skill of 2 to her Precision of 4 for a target
number of 6.

Songs: Songs are miracles that the character has learned to

perform. To use a Song, spend 1 or more Essence (see below)
and make a d666 roll. The target number of the Song and its
effects are listed as part of the Song’s description.

Angelic and Demonic Powers: Angels and demons also

have innate powers. Each power functions as described.

Essence: Essence measures how much of the energy of

the universe is under the control of the characters. Characters
spend Essence to use songs and other special powers.

Essence can also be used to tilt the odds in your favor –

every point of Essence spent before the roll raises the target
number by 1.

Body: Body measures how much damage you can take.

Damage is subtracted from Body, and a character who is
reduced to 0 Body falls unconscious for several hours. The
number in parenthesis indicates how much more damage it
takes to kill the character after Body is reduced to 0.

The Sorcerer’S ImpedimentS

2

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Combat

Here’s what happens if a fight breaks out. Combat is

resolved in rounds. During each round, actions occur in the
following order. During each action, the character with the
highest Perception goes first. Each character can take one
action per round.

Use a Power: Your character may use a song or other spe-

cial power. Remember that most of these powers cost
Essence.

Move: Your character may move. This scenario does not

use battle maps, so all movement is described. The characters
in this scenario can get across a small room in one action.
Faster or more difficult movement can be attempted with an
Agility roll.

Attack: Your character may attack another character.

Some attacks are resisted during this action, others are
Dodged after attacks are resolved. Melee rolls are resolved
with Fighting (which uses Strength) or Small Weapon (which
uses Precision). Ranged attacks are resolved with Ranged
Weapon (which uses Precision).

Dodge: Once all attacks are resolved, characters that have

been successfully attacked may attempt to Dodge any attack
that they did not attempt to resist. A Dodge attempt is a skill
roll; the target number is Agility + Dodge skill.

Dodging is not an action, but characters that take no other

action during the round can choose a “Full Dodge” action and
get +2 to the target number of their Dodge roll.

Resolve Damage: Any character that was hit by an attack

takes damage to Body equal to the check digit of the attack
roll. This damage may be increased by weapons or special
powers.

Any character that was hit by an attack but made a suc-

cessful Dodge roll reduces the damage taken by the check
digit of the Dodge roll. The character then checks for uncon-
sciousness or death.

Changing the Odds

In addition to spending Essence to improve a target num-

ber, characters can change their odds of success by being
more or less careful with what they are doing. The player
should specify what they are doing to change the risk.

Taking a riskier approach to an action reduces the target

number by 1, and increases the check digit by 1. This makes
success harder but means that successes (and failures) are
bigger.

Taking a safer approach to an action increases the target

number by 1, and decreases the check digit by 1.

The
CharacterS

J

ONATHAN

Seraph of Destiny

Corporeal Forces - 2

Strength 4

Agility 4

Ethereal Forces - 3

Intelligence 7

Precision 5

Celestial Forces - 4

Will 6

Perception 10

Skills: Computer Operation/1, Knowledge/5 (Literature)
Corporeal Song of Healing/5: Jonathan may spend 1

Essence and make a d666 roll (target number: 7). If he suc-
ceeds, he may immediately remove (5 times the check digit)
points of damage from himself or any other character he can
physically touch.

Ethereal Song of Healing/2: Jonathan may spend 1

Essence and make a d666 roll (target number: 5). If he suc-
ceeds, he may heal the mind of a stunned character, returning
that character to normal.

Corporeal Song of Shields/5: Jonathan can spend 1

Essence and make a d666 roll (target number: 7). If he
succeeds, he creates a whirling wind around himself that
prevents any physical attack for a number of combat rounds
equal to the check digit. The whirlwind around Jonathan has
a radius of 5 feet, so it can protect him and any person
standing next to him.

Angelic Power: It is impossible to lie to a Seraph. If

Jonathan hears a lie, he can immediately detect it, and
understands what the speaker believes the truth to be.

Essence: 9
Body: 24 (16)

Jonathan has recent-

ly been assigned to
Earth, and has faith
in his Archangel’s
faith in him. This
makes him confi-
dent and assured.
It also makes him
take his job very
seriously,

As a young Seraph,

he takes conversation
literally; beware of using
euphemisms around him, for he
has a tendency to blurt the Truth out.

Equipment: Jonathan enjoys the orderly world of

computers, and has a laptop with a cellular modem.

The Sorcerer’S ImpedimentS

3

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M

ERARI

Malakite of Fire

Corporeal Forces - 4

Strength 8

Agility 8

Ethereal Forces - 2

Intelligence 4

Precision 4

Celestial Forces - 3

Will 6

Perception 6

Skills: Dodge/2, Escape/1, Fast-Talk/2, Fighting/4
Corporeal Song of Thunder/5: Merari can spend 1

Essence and make a d666 roll. If the roll is successful, Merari
creates a thunderclap. This physical attack stuns everyone
within 5 yards of her for a number of combat rounds equal to
the check digit of the roll.

This attack can be resisted. To resist, make a Will roll.

If the resistance roll is successful and your check digit is
equal to or higher than the check digit of Merari’s attack, then
you are unaffected by the thunderclap.

Angelic Power: As a Malakite of Fire, Merari can encircle

her hands with green celestial flame. This flame adds 3 to the
check digit of Merari’s Fighting rolls, but reduces the target
number of her Fighting rolls by 1.

Essence: 9
Body: 64 (32)

Merari is not so new to Earth as Jonathan, but she is no

expert at corporeal life. Though a bit slow of thought in
celestial society, Merari is not stupid – her intelligence is

human-normal. She’s capable of coming up with reasonable
plans, and is not so careless as to insist on jumping in with
hands flaming. Of course, if the plan should happen to
involve flaming hands and mayhem, she’s happy to do her
part.

K

RIS

M

URPHY

Soldier of Dreams

Corporeal Forces - 2

Strength 3

Agility 5

Ethereal Forces - 2

Intelligence 4

Precision 4

Celestial Forces - 2

Will 5

Perception 3

Skills: Dodge/5, Driving/2, Knowledge (Local Area/3),

Ranged Weapon/4 (Pistol)

Corporeal Song of Might/4: Kris can spend Essence

points and make a d666 roll (target number: 6). If the roll is
successful, her hand-to-hand attacks do additional damage
equal to the amount of Essence spent. The effect lasts for a
number of minutes equal to the check digit.

Essence: 6
Body: 15 (9)

As a relatively normal human,

Kris is less showy than the angels
around her. On the other hand,
someone’s got to
keep the angels
from being too
openly supernat-
ural, remind them to go
to the bathroom, take
baths, and eat pizza now
and then. Kris provides a meas-
ure of human common sense to
an unworldly crew.

Equipment: Kris is armed

with a .44 Revolver. When she
hits with a Ranged Weapon
(Pistol) roll, she adds 3 to the check
digit to determine damage. The
weapon has 6 shots, after which Kris
must make a successful Ranged
Weapon (Pistol) roll to reload.

Kris drives a large black van,

which has occasionally proven
useful as a weapon. Make a
Driving roll to hit (or avoid hit-
ting) another character – if you
do hit, the damage to Body is
equal to ten times the check
digit.

Players should stop reading

here. Everything that follows is GM information.

The Sorcerer’S ImpedimentS

4

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The
Situation

The disturbance emanates from an older house surround-

ed by vacant lots. A sorcerer, Alexandre Darkmoon (not his
real name), and his “familiar,” Ummah (a lovely Calabite of
Fate), have moved into this abandoned house and summoned
a large number of nasty demonlings. The demonlings hunt
down local animals at night, then bring the bodies back so
Alexandre and Ummah can use a ritual and bind more
demonlings into unlife.

(In a campaign, such a ritual would be very alarming to

angels, and important to keep out of general use.)

The PCs can break in, trick their way in, or find some

other means of confronting the mysterious residents.
Alexandre and Ummah are not combat-inclined, but are will-
ing to loose their demonling horde upon threatening intrud-
ers. They’re also willing to talk to intruders who are only
somewhat threatening, so the PCs will have to choose
between fighting them, frightening them away, or persuading
them to abandon their plans.

O

UTSIDE

The property sits back on a large lot, and was clearly once

an expensive location. The home is two stories, and not small.
It has a basement, with a “bulkhead” style door which is
locked from the outside. It has a garage to the right of the
house (with an older-model car), connected via a “breeze-
way” that’s in the process of being turned into an actual
enclosed hall; bricks are piled around and there is a mostly
completed brick half-wall with openings for doors. This is
actually recent work, in contrast with the rest of the building’s
state.

The house was once a sedate red-brown, but the paint is

chipped, faded, and peeling from the wood. White trim
around the windows and doors shows mildew and water-
spotting. None of the windows are broken, but few of them
have screens, and a window air-conditioner drips from one
upstairs window. Dark curtains obscure all the windows, and
the small ones into the basement are painted black from the
inside. At night, some light may peek through from any num-
ber of the windows.

There is not a rusty iron fence around the property, but

there probably should be, for ambiance if nothing else. The
yard is full of weeds and overgrown bushes, with neglected
ornamental cherry trees lining the walkway to the front door,
and un-pruned arbor vitae along the driveway. (Yes, this
means that there is cover in the event of a firefight.)

While the surroundings suggest that mice, chipmunks,

and squirrels should be plentiful – they are not. A good check
digit (5 or 6) on a successful Perception roll will turn one up,
but any lesser success will merely discover that there are far
fewer small, furry creatures around than there should be.
Even birds – who should adore the overgrown conditions –
are scarce, and there are no nests in the area.

Getting closer to the house will reveal a nasty smell, as of

something dead and rotting. Nothing appears to be decom-
posing outside the house, though.

I

NSIDE

Inside, there is little furniture, and all of it appears to be

scrounged from garage sales, sidewalks, and dumps, or oth-
erwise obtained for cheap or free. Most of the upper floors are
hardwood beneath grime while the basement is concrete with
dust and mildew, with stained, old carpets and rugs on all
floors. There are some suspicious clean spots on the floors,
especially around the basement door and in the basement
itself. If the PCs are sneaking into the house, see Who’s
Where
, p. 7. If they ring the doorbell, Ummah answers it, and
will try to spin a tale of her boyfriend the author who can’t be
disturbed by visitors.

The Sorcerer’S ImpedimentS

5

L

OCAL

H

ISTORY

If the PCs do some research, they can learn some

useful information.

If Kris succeeds at a Knowledge (Local Area)

check: The house was once owned by a well-off
family, who founded a local business. However,
scandal and rumors suddenly set in, and after the
double suicide of the apparently incestuous older
two children, the family moved. The house’s pay-
ments were defaulted on, the bank took possession,
and the property languished. It is rumored to be
haunted.

If Jonathan succeeds at a Computer

Operation check: Six months ago, the house was
purchased by a minor bank based in Los Angeles.
The same company pays the water and (high) elec-
tricity bills, but apparently the place has no phone
service.

Los Angeles is considered to be demonic territo-

ry, and the PCs can assume that infernal strings have
been pulled for the current residents to be there.

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First Floor

The first floor has a central stairway right in front of the

main door, and most of the rooms are connected with arch-
ways. To the immediate right is the breakfast nook, with the
large kitchen behind. What was once a state of the art gas
appliance is now a fire hazard, the built-into-the-wall fridge
smells of rot (and both it and the freezer are full of small,
furry animal limbs, with some frozen meals wedged in), and
many of the cabinet doors have apparently been wrenched off
their hinges. That last appears to be recent, if anyone looks
closely enough. Also recent is a small, cheap microwave
oven.

To the right rear of the kitchen is a door that opens onto

the breezeway. To the left, a sitting room extends toward the
back of the house, with a couple of rooms off it. One has a
door. One has an archway, leading to a library with the
shelves built into the walls. The books there are a mix of tum-
bled paperbacks, library books, New Age Witchcraft, and
older tomes. The non-fiction appears to be entirely on the
subjects of religion, magic, or taxidermy.

Behind the stairs, living room and kitchen are connected

by a short hallway, and there is a three-quarters bathroom
(shower, toilet, sink, no tub) there. The bathroom is as much
a mess as everything else the PCs have seen on the first floor,
but the shower and sink show signs of use, and there’s a rea-
sonably fresh roll of toilet paper available.

The door off of the living room is locked. If the PCs

search the room, a successful Perception roll will locate a
“secret door” in the form of a bookcase that pushes inward
from the library. A heavy couch has been put against that wall
in the office beyond, so a successful Strength roll will be
required to open the door.

The office is cleaner than the rest of the downstairs, but the

furniture – couch, desk, chair, shelves – are still worn. On the
desk is a computer, at least five years out of date. Its hard drive
is filled with pornography and a dreadful manuscript, which
may be sorcerous notes or simply a failed attempt at a novel.

The desk has a lock. It can be opened with a Strength roll

(at a -1 penalty) or broken open with an attack doing 6 points
of damage. Breaking open the desk with fire (such as might
wreathe certain Malakite’s hands) will destroy the papers
within.

Inside the desk are Alexandre’s sorcerous notes. They are

written in a variety of codes and obfuscations: fractured Latin
and Greek, riddles, backward handwriting, and the like. The
stolen ritual (see Ummah’s background, p. 8) is also here,
along with a counterspell that can separate the demonlings
from the animal corpses and return them to Hell.

A character can figure out the unsummoning ritual by

making a successful Intelligence check at a -2 penalty. By
working out the riddles and other linguistic puzzles, Jonathan
can substitute his Knowledge (literature) skill at the same -2
penalty. The characters may also be able to persuade Ummah
or Alexandre to explain the ritual to them.

The unsummoning ritual requires only a few words and the

expenditure of 2 Essence to accomplish, but all the demon-
lings must be within ten feet of each other for the ritual to
work. Rounding up the demonlings may prove difficult.

Basement

The door to the basement stairs faces the living room.

They are carpeted and smell faintly of cat urine. The whole
basement, however, reeks of rotting bodies and various per-
fumes and air-fresheners that Alexandre and Ummah have
been using to cope with the stench. The stairs curve again,
toward the right side of the house (or the left, going down the
stairs and facing the front).

The carpet has been torn up in the center of the room, so

that mystical designs could be inked, chalked, and bled onto
the bare concrete. Benches around the walls have such imple-
ments as daggers in silver and copper, animal skulls, jars of
formaldehyde, and small animals floating in unidentified flu-
ids. There are three doors leading off of this room, two
toward the right side of the house, and one to the left, behind
the stairs. The nearest one to the stairs is a closet. The next
door to the right is a half-bath, with sink and toilet – which
are cleaner than the one upstairs. The final door, behind the
stairs, leads into the storage and laundry room.

This is also where the demonlings are kept.
Two-by-four framing has been erected in most of the

room, with chicken-wire stretched over it. There’s a storm
door set into it. The washer, dryer, furnace, and water-heater
are outside this cage. A horde of two dozen demonlings is
inside it, looking like a horde of undead and stitched-togeth-
er zombi animals in various states of decay and preservation.

Anyone entering the room will soon catch the attention of

the demonlings. They have limited ability to make noise,
thanks to rotting vocal chords in animal bodies, but they can
certainly raise a ruckus. (Far from this raising an alarm, how-
ever, Ummah’s most likely response will be to kick the door
and threaten to tear their sorry heads off if they don’t shut up.)
Part of the chicken wire is poorly attached, however, and if
the PCs remain in the room for more than half a minute the
demonlings will push through the weak spot and attack!

The bulkhead doors are only accessible via the demonling

half of the room. If the PCs came in through the bulkhead, the
demonlings will try to escape through the opened door,
attacking anybody who stands in the way.

See p. 9 for the stats on the demonling horde.

The Sorcerer’S ImpedimentS

6

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Upstairs

There is a landing at the top of the stairs, stretching out

into a hall that heads toward the left of the house. Two doors
are to the right, one of them off its hinges, and lead into bed-
rooms with little or no furniture. A door not quite in front of
the stairs is a full bathroom. The hall has doors on both sides;
two closets to the right, bedrooms to the left. The far-left is
the master bedroom; this has an attached full bathroom, and
is the room with the window air conditioner. These are the
least wretched rooms in the house, featuring a comfortable
bed, a reasonable chest of drawers, clean clothing in the clos-
et (and a vacuum), and a number of aromatic bath salts in the
bathroom. Papers and books indicate that Alexandre has
attempted to study sorcery in the room in the past, but the few
notes suggest that he’s been distracted.

W

HO

S

W

HERE

?

Alexandre Darkmoon (p. 8) is in the office during the

day and the bedroom at night. He will not notice the player
characters intruding unless a fight breaks our or the PCs enter
the room he is in.

Ummah (p. 8) spends her days the basement, tormenting

the demonlings for her own amusement, and her nights in the
bedroom.

Ummah will hear the PCs elsewhere in the house if they

are not quiet. Make a Perception check for her for every five
minutes the PCs spend in the house. If there is only one PC

in the house, the check is at its normal target number. Add 1
to the target number if there are two PCs, and 2 if all three
PCs are present.

The Demonling Horde (p. 9) is kept in the basement in

the day. At night, with strict instructions not to stray for long,
they are set loose to find more vessel parts. The demonlings
will not notice the PCs unless they come into the basement.

A

ND

W

HAT

D

O

W

E

D

O

W

ITH

T

HEM

?

Combat is the obvious resort – and probably the only one

that will deal with the demonlings. (Each NPC has combat
tactics listed with their character sheet.) It is barely possible
that Alexandre can be reached and made to understand that
the “your soul owed to Hell” part of his demonic pact is real
and very, very nasty – and that he might want to renounce it.
It is also possible that he might be turned against his so-
called familiar, Ummah, with the (quite true) accusation that
she expects he will serve her after his death. Ummah would
be loathe to lose her pet, as she can neither summon demon-
lings nor bind them into undead vessels, but she can always
recover from a setback . . .

Alexandre will command his minions to fight for him, if

it comes to violence. He has a little ability with knife and gun,
but he’s the sorcerer, dammit – he makes other people do the
dangerous work while he collects his notes and flees (if the
fight is going badly) or cackles and gloats (if he thinks it’s
going well).

Ummah herself is thoroughly selfish; only divine inter-

vention would cause her to reconsider her nature. She’s not
terribly combat-capable in her vessel, though, and would
rather pretend that she’s interested in redemption after being
captured by the horrible sorcerer who forced her to do such
awful things. Her other tactic is to open the cage of the
demonlings and bid them to attack the intruders.

Non-Player
Characters

Even enemies have individual personalities . . . Except,

perhaps, the demonling horde, which is just horrible. (Still,
they are randomly summoned imps and gremlins – one pulled
from the gutters outside the Bordello of Lust may behave dif-
ferently than one yanked out of the foxholes in Gehenna, the
Principality of the War.)

The Sorcerer’S ImpedimentS

7

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A

LEXANDRE

D

ARKMOON

Sorcerer

Corporeal Forces - 1

Strength 1

Agility 3

Ethereal Forces - 2

Intelligence 4

Precision 4

Celestial Forces - 3

Will 7

Perception 5

Skills:

Knowledges (Local Area/3, Sorcery/3,

Taxidermy/1), Small Weapon/2 (Knife)

Essence: 6
Body: 12 (9)

Alexandre Darkmoon (formerly Alexander Smith, as a

Seraph of Destiny is likely to discover) was a troubled
Gothpunk when he found his first book of sorcery. He was a
budding sorcerer – though still rather troubled – when he
found the name on a piece of paper in a little-used and ancient
library book. He was sworn to Hell when he conjured up his
succubus familiar, Ummah. So far, he hasn’t regretted this at
all. Sure, cutting up animals is a bit disgusting, and the demon-
possessed corpses are unhygienic, but eventually he’ll work
his way up to better-preserved, human bodies. Eventually, he
hopes, he can find spells that will keep a body from decaying,
and find ways to replace important people without anyone
finding out they’re really dead and working for him.

Despite his ego, Alexandre has very little working magic

– Ummah does more for him than he realizes.

Combat Tactics: Alexandre would rather talk than fight.

He also prefers to have other people fight for him. If he does
fight, he fights dirty, to wound and cripple so that he can loose
the demonling horde upon intruders and make his escape in
the car. He’ll run on foot if he has to. He would use Ummah
as a diversion without a second thought; she’s his minion,
whose purpose is to die for him if necessary, right? Besides,
he can re-summon her later, right?

Equipment: Alexander is armed with a dagger, which

increases the target number of his Small Weapons (Knife) roll
by 1.

U

MMAH

Calabite of Fate

Corporeal Forces - 2

Strength 4

Agility 4

Ethereal Forces - 3

Intelligence 7

Precision 5

Celestial Forces - 4

Will 10

Perception 6

Skills: Dodge/3, Fighting/2, Lying/1, Seduction/1
Celestial Song of Entropy/4; Ummah may spend 2

Essence and make a d666 roll (target number: 8). If she is
successful, she may pick a target within touching distance of
her. That target hallucinates, and can take no action at all for
(5 plus the check digit of the roll) combat rounds. Ummah
does not have to touch the target, merely be close to it.

This attack is not physical, but it may be resisted. To

resist, make a Will roll. (Angels may add their Celestial
Forces to the target number of the Will roll.) If the resistance
roll is successful and your check digit is higher than – not
equal to – the check digit of Ummah’s attack, then you are
unaffected by this song.

Celestial Song of Light/3: Ummah may spend 1 to 3 points

of Essence, choose a target, and make a d666 roll (target
number: 7). If she succeeds at the skill roll, the target takes
damage equal to the the check digit plus the amount of
Essence spent. The target is also dazzled for the same num-
ber of rounds, and is at -2 to any skill involving Agility or the
use of eyes.

Demonic Power: As a combat action, Ummah may create

a field of Entropy that breaks down the structure of any body
within 10 feet of her. This field does 5 points of damage.

This attack is not physical, but it can be resisted. To resist,

make a Strength roll. If the resistance roll is successful and your
check digit is 3 or higher, you are unaffected by this song.

Essence: 9
Body: 24 (16)

Ummah pretends that she is several centuries old. In actu-

al fact, she is – but only a few of those years have been spent
corporeal. The rest of her life has been as a wretched fledge
in the Archive of Fate. Still, she showed some promise, and
the Demon of Sorcery smiled upon her, persuaded their
Prince to give Ummah a seductress’ vessel, and slipped
Ummah’s name into various books so that she could get her
career started by being summoned.

Now that Ummah’s on Earth, with an eager sorcerer to

shepherd, she doesn’t intend to be tossed back to Hell. For a
Servitor of Fate, she’s actually quite fond of “corporeal
recreation” and may fake being a hapless minion of Lust,
summoned against her will, if she thinks it will aid her.

Ummah likes her job so much that she’d like to be more

prominent, more respected, more . . . distinguished. Now that
she’s had a taste for the good life, she even has half an eye on
the Word of Sorcery herself. No matter that it’s held by the
potent Balseraph Hatiphas already; if Ummah can just prove
herself the better demon, accidents can happen. After all,
she’s a Calabite. Accidents are her stock in trade.

One happy accident, for her, was finding a forgotten sor-

cerous ritual to share with a “deserving” human. With a suit-
able dead body, a demonling can be summoned and given the
corpse as a vessel! Sure, they start to smell after a while, and
a new body has to be found, but now the Prince of Death isn’t
the only demon who can muster undead armies!

Combat Tactics: Ummah, like her pet sorcerer, is not the

sort to seek out brawls. She’s capable, but would rather spread
confusion with her Songs of Entropy, her demonic power, and
the demonlings. She’d be willing to stall angels to let
Alexandre (her meal ticket) get away, but would rather let him
die than suffer the inconvenience of having her own corpore-
al body killed. The demonlings are completely expendable –
she’ll let them deal with the PCs if possible, help them mop up
if they’re winning, and flee with Alexandre otherwise.

The Sorcerer’S ImpedimentS

8

background image

D

EMONLING

H

ORDE

Corporeal Forces - 1

Strength 2

Agility 2

Ethereal Forces - 1

Intelligence 1

Precision 3

Celestial Forces - 1

Will 3

Perception 1

Body: 4 each
Skills: Fighting/2, Move Silently/1, Running/1

You don’t have to be smart to be a screaming, toothy crea-

ture with an urge to destroy and the fear of being killed and
sent to Limbo by the really scary Calabite. You just have to
play along with the Calabite’s mortal pet, change vessels
when yours starts falling apart too much, and you get to hunt
down small furry corporeal things to make more vessels!

Some of the vessels are funny-looking, because the pet

human likes to try to stitch new bits on old bits, or has to put
bits together when the pack brought back furry things that got
a little mangled.

Since the bodies decay and require maintenance, the

number of demonlings in this horde is restricted by how
many Alexandre and Ummah can keep intact; they’re at

about maximum now, but the PCs don’t need to know that.
The characters will soon discover that the demonling bodies
are fragile on their own, but the sheer number of the little
horrors (two dozen, though the GM may not want to throw
them all in combat at once) makes them a threat.

In a continuing game, the escape and recapture of the

horde may be even more of a problem than the sorcerer and
his demon!

Combat Tactics: These are not sophisticated fighters.

Demonlings attack or run. To avoid bogging down the action,
the GM may wish to run the demonlings in “sub-hordes” of
3 demonlings each. Roll once for each sub-horde’s attacks
and Dodges, and multiply the damage of the check digit by
the number of demonlings in a horde. Damage from a PC is
applied to one demonling within the horde, unless the char-
acter finds a clever (or risky) way to hit more than one
demonling at a time.

The demonlings are easily frightened, and will scatter to

the far corners of the house if one or two of them are killed.
Then they’ll crawl back and try to eat the player characters
again.

The Sorcerer’S ImpedimentS

9

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